Research

Monsters in the Classroom? How to Promote Gamification

Monsters in the Classroom? How to Promote Gamification

Monsters in the Classroom? How to Promote Gamification

Monsters in the Classroom? How to Promote Gamification

Readiness of Educators

Helge Fischer, Corinna Lehmann, Matthias Heinz

Abstract

"The Parcours on Gamification (PonG) is a gamified train-the-trainer concept and addresses the target group of educators. PonG pursues the goal of increasing motivation to learn through the use of gamification (elements) and thereby enabling increased learning output and an individual learning experience. The topic of gamification is conveyed to the workshop participants using gamified learning stations. Scenarios for game elements in teaching scenarios are considered, as is the pedagogical mindset (gamification-readiness), which teachers need to create learning and game spaces. This article focuses on the conceptual development of the Parcours on Gamification and an insight into its individual learning stations."

Reference

Fischer, H., Lehmann, C., & Heinz, M. (2020, October). Monsters in the Classroom? How to Promote Gamification Readiness of Educators. In European Conference on e-Learning (pp. 603-XV). Academic Conferences International Limited. https://www.researchgate.net/publication/346971827_Monsters_in_the_Classroom_How_to_Promote_Gamification_Readiness_of_Educators

Keywords

gamification, competencies, gamification readiness, workshop, frameworks